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Guidelines for Posting Weapon Ideas

Discussion in 'Ideas' started by BrawlerAce, Jan 25, 2014.

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  1. BrawlerAce

    BrawlerAce Well-Known Member

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    When suggesting an idea for a new weapon or some new equipment, follow these guidelines to ensure enough detail is added.
    If suggesting a new weapon, make sure you have these. Make sure said weapon is balanced to fit in War with other weaponry.
    Level: Unlock level of weapon
    Cost: Cost of weapon
    Weapon type: Weapon type (assault rifle, sniper rifle, etc.)
    Damage: Amount of damage the weapon can do
    Armor penetration: Amount of penetration damage the weapon can do
    Firemode: Describes how the weapon fires/reloads.
    • Normal: Used for magazine fed automatic weapons.
    • Bolt: Used for magazine fed sniper rifles which are rechambered by moving a lever
    • Pump: Used for weapons that reload by inserting shots directly into the weapon, and use a pump to rechamber rounds.
    • Individual bullet: Used for weapons that reload by inserting shots directly into the weapon, but are automatic.
    Ammo used per shot: Amount of ammo used per shot (for example, the Dragunov uses 2 ammo per shot but the M4A1 uses 1)
    Capacity: Capacity of a weapon/magazine before a reload (for example the M4A1 has a 30 round capacity and the SPAS-12 has an 8 round capacity)
    Shots per burst: How many bullets fired per click, in a burst (for burst weaponry like the M16)
    Shots per click: How many bullets fired per click, all at once (for shotguns)
    Bullet type: Projectile shot out of the weapon (by default snowball, but the LAW uses a wither skull, flamethrower uses fireballs, etc.)
    Range: Maximum distance the fired projectiles can travel
    Spread: How much the bullets spread
    Reload time: Time it takes to insert a new magazine or chamber new rounds
    Firerate: Firing speed of weapon (for burst weapons, it's the delay between each burst)
    Tick to RPM guide by @505Herobrine -
    Weapon shooting sound: Sound the weapon makes when firing. Will always have its pitch changed to 2.
    A list of accepted Minecraft sounds can be found here.
    Recoil: Amount of blocks the weapon pushes you back (usually a low decimal!)
    Knockback: Amount of blocks the weapon projectiles push enemies back (usually a low decimal!)
    Bullet speed: Speed of projectile (usually no higher than 4.5 or rendering issues will occur)
    Custom feature: If your weapon has a custom feature, post it here. (examples: flamethrower sets people on fire, crossbow shoots bolt that explodes after 2 seconds)

    Optional: PvPGunPlus Configuration
    gunName=&e - Name of the gun. The &e code is in front of it so that the gun name is yellow.
    -------
    gunType= -
    Item ID of the gun.
    ammoType= - Ammo item ID of the gun.
    ammoAmtNeeded= -Amount of ammo used per shot.
    bulletDelayTime= - Firerate in ticks.
    -------
    roundsPerBurst= -
    Shots in a burst (burst weaponry)
    bulletsPerClick= - Bullets per shot (shotguns)
    gunDamage= - Damage (in hp)
    maxDistance= - Maximum distance (in blocks)
    bulletSpeed= - Speed of bullet (1-4, higher=better)
    accuracy= - Accuracy hip (0.15 for the M16, lower=better)
    accuracy_aimed= - Accuracy aimed (0.01 for most guns, lower=better)
    -------
    canAim= -
    Whether you can aim or not
    explodeRadius= - Radius of an explosion in blocks, 0 to disable
    fireRadius= - Radius of fire effect in blocks, 0 to disable
    canHeadshot= - Whether the weapon will deal extra damage with headshots or not
    --------
    hasClip= -
    Whether the gun has a capacity or not
    maxClipSize= - Capacity of weapon
    reloadGunOnDrop= - Whether the gun can be manually reloaded or not
    reloadTime= - Time it takes to reload (ticks)
    --------
    reloadType= - Type of firemode (available nodes - normal, bolt, pump, individual_bullet)
    gunSound= - Firing sound
    localGunSound= - Whether the gun sound can be heard by you only or everyone else
    recoil= - Amount of blocks the gun knocks you back
    knockback= - Amount of blocks the gun knocks enemies back
    If suggesting new equipment, make sure you have some of these nodes. Make sure said weapon is balanced to fit in War with other equipment.
    Note that this applies for melee weapons and other equipment like grenades. Therefore, you likely won't need all of these.
    Level: Unlock level of equipment
    Cost: Cost of equipment
    Equipment type: Equipment type (tactical, lethal, melee, etc.)
    Damage: Amount of damage it can do from directly hitting a target
    Armor penetration: Amount of penetration damage it can do from directly hitting a target
    Spread: How much spread there is when throwing a throwable. Usually 0.
    Delay: Delay between throwing another one (if a throwable)
    Deploy sound: Sound the equipment will make on usage. Will always have its pitch changed to 2 if a throwable. Usually it's shoot arrow for throwables.
    A list of accepted Minecraft sounds can be found here.
    Bullet speed: Speed of throwable (also determines distance, usually around 0.9 to 1.1)
    Custom feature: This is the custom feature of the equipment. For instance, grenades explode, and molotovs set players on fire.

    Optional: PvPGunPlus Configuration (applies only for tacticals and lethals that are throwables)
    gunName=&e - Name of the gun. The &e code is in front of it so that the gun name is yellow.
    -------
    gunType= -
    Item ID of the gun. (same as ammoType)
    ammoType= - Item ID of the gun. (same as gunType)
    bulletDelayTime= - Delay between using this equipment in ticks
    -------
    bulletSpeed= -
    Speed of thrown equipment (usually 0.9 to 1.1)
    accuracy= - Accuracy of thrown equipment (usually 0 by default)
    timeuntilrelease= - Time after deployment until equipment activates
    -------
    explodeRadius= -
    Radius of an explosion in blocks, 0 to disable
    fireRadius= - Radius of fire effect in blocks, 0 to disable
    --------
    gunSound= - Deployment sound
    localGunSound= - Whether the deployment sound can be heard by you only or everyone else
    play_effect_on_release= - Useful for smoke grenades and Minestrike style molotovs. The template is:
    radius-time effect remains-effect
    Example: 4,2,MOBSPAWNER_FLAMES
    A list of accepted effects can be found here.
     
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    #1 BrawlerAce, Jan 25, 2014
    Last edited: Oct 13, 2014
  2. MrCowlick

    MrCowlick Well-Known Member

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    Thank you for this. Sadly some Poole won't see this, or will ignore it. We can't stop the bad ideas, but this should help limit them. Well done.
     
  3. SoMuchWinning

    SoMuchWinning Well-Known Member

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    Am I allowed to post an example over here, however, I haven't seen any well, developed guns that can be used for config lately. People even ask for weapons, that would cause much rage and that aren't featured in CoD. This is definetly a useful and informative thread, because now I will able to do a more detailed gun suggestion threads soon.
    Huge thanks, rated informative.
    ninjaaa'd
     
  4. blankbots

    blankbots Well-Known Member

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    This should be a sticky thread.
     
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  5. SoMuchWinning

    SoMuchWinning Well-Known Member

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    Perhaps, they could add this thread to a wall-ish thread status like GreySwordz's thread about things. And maybe even lock this thread?
     
  6. MrCowlick

    MrCowlick Well-Known Member

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    That would be good. But most of the threads about guns, come from people that are new and trying to get their post count up. Half of these people never read the forum rules, or guidelines.
     
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  7. Signatured

    Signatured War 2.0 Developer

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    I was thinking about making a thread like this, but I'm glad you did instead. You touched points that I would have never thought of. You went into good detail, making sure to hit all the key points and more. This should definitely be sticky. Nice job, Brawler.
     
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    #7 Signatured, Jan 25, 2014
    Last edited: Jun 15, 2014
  8. GreySwordz

    GreySwordz Well-Known Member

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    If you're in the mood for extra brownie points, you can copy a PvPGunsPlus template and fill it in.
     
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  9. Jared252525

    Jared252525 Well-Known Member

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    Pin et
     
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  10. BrawlerAce

    BrawlerAce Well-Known Member

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    I wanted to do that, but I'm on my iPad. Once I get on my computer, I'll add the PvPGunPlus stats.
     
  11. BBSlayer5150

    BBSlayer5150 Well-Known Member

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    I like it, very helpful for creations of new weapons. I completely forgot about shift aiming. Correct me if I am wrong, but does that not only work if you are not moving, and shifting when stationary?
     
  12. F1r3tar

    F1r3tar Highly Established Member

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    This is definitely what people should be doing. Thank you for guiding them on how to make a good gun idea thread. C:
     
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  13. Flub888

    Flub888 Well-Known Member

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    This is a wonderful idea, but unfortunately, many people ignore thread titles, and still post crap. But overall, I lervvv dis! Much informative. :wink:
     
  14. tallscot

    tallscot sceptiiiiiii

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    Thank you for this Brawler. Now, if only someone would make something like this, but with a staff application..
     
  15. BrawlerAce

    BrawlerAce Well-Known Member

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    It works when you are sneaking at all.
    I will update this thread with PvPGunPlus things now.
     
  16. PieThatFlies

    PieThatFlies Active Member

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    For any projectiles (for example, grenades), use this format:


    gunName=<PROJECTILE NAME>
    -------
    gunType=<PROJECTILE ITEM ID>
    ammoType=<PROJECTILE ITEM ID>
    ammoAmtNeeded=1
    bulletDelayTime=<TICKS UNTIL YOU CAN THROW THE PROJECTILE AGAIN, 20 TICKS = 1 SECOND
    -------
    roundsPerBurst=1
    bulletsPerClick=1
    gunDamage=<PROJECTILE DAMAGE, 1 HP/DAMAGE = 1/2 HEART
    maxDistance=0
    bulletSpeed=<SPEED OF PROJECTILE, THE HIGHER THE VALUE , THE BETTER>
    accuracy=0
    timeuntilrelease=<TICKS UNTIL RELEASE, 20 TICKS = 1 SECOND>
    -------
    canAim=false
    explodeRadius=<EXPLOSION RADIUS, THE HIGHER THE VALUE, THE BETTER>
    fireRadius=<FIRE RADIUS, USE FOR FIRE PROJECTILES ONLY, THE HIGHER THE VALUE, THE BETTER>
    canHeadshot=true
    canClickLeft=true
    canClickRight=true
    --------
    outOfAmmoMessage=Out of ammo!
    gunSound=<PROJECTILE SOUND>
    needsPermission=false
    --------
    hasClip=false


    Don't touch the pre-written values, though. If you change any of the pre-written values, it'll mess up the projectile and turn it into some sort of a weird gun.
     
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  17. BrawlerAce

    BrawlerAce Well-Known Member

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    You actually need a lot of those values to fully customize your gun, Pie. That includes the clip, aiming, rounds per click, rounds per burst, etc. I technically explained most of those if not all, and I usually don't like reading server ideas for guns in a configuration format :frowning:
     
  18. PieThatFlies

    PieThatFlies Active Member

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    This is a projectile, not a gun v: Plus, you only need to change those values if you're making a tomahawk, but we already have one.
     
  19. BrawlerAce

    BrawlerAce Well-Known Member

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    Ah, a projectile. Good idea, I will update the thread with projectile stats. Thanks for the idea Pie!
     
  20. jacobkolstad

    jacobkolstad Well-Known Member

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    Sticky this thread please.
     
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